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    posted a message on Times we've been wrong
    It's tough to find, but try and dig up the thread that spoiled Dark Confidante.

    The entire first page is just saying how bad it is and that Meddling Mage is far superior.
    Posted in: Magic General
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    posted a message on [Primer] Living End
    I can tell you guys that I've been maindecking Faerie Macabre for as long as I've been playing this deck (as a three-of) and I'm almost never disappointed in it. It works again Storm, Melira Pod, the mirror, affinity, gifts, and any deck with blue in it (I've won so many games with 3 life left after removing a Bolt that was about to get Snapcastered).

    There's no arguing that its effect is less powerful than that of Jund Charm and there was a time I ran both in my main, 3 Faeries and 2 Charms. I've won off the back of every mode of Charm at some time or another, but sometimes I just find that Faerie being a free effect makes her a better card. Stumbling on land or even on colors can make Charm dead in your hand.

    I know I haven't offered as detailed a rundown as other posts, but I just thought I'd offer my two cents while I have a minute.
    Posted in: Modern Archives - Proven
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    posted a message on [[FTV]] Cruel Ultimatum and Venser, Shaper Savant
    Pics of the Cruel Ultimatum confirmed, no sign of Venser but what this guy has to say:

    https://twitter.com/thatdamnaussie/status/358747847102967808
    Posted in: The Rumor Mill
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    posted a message on Ways to Kill an Atog
    Sudden Death takes care of it no problem. Just wait until it's toughness is four and kill it, they can't respond by buffing it more.
    Posted in: Paper Pauper and Peasant
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    posted a message on Cards you couldn't believe you weren't playing before
    Quote from NewbornMuse
    I don't like it in aggro too much tbh, but against it, it's stellar. Once it has resolved, it's a board-impacting two for one that is virtually impossible to prevent (if they spend a burnspell on it, it's still a 2 for 1), all for a myr two mana.


    Fixed that for you.

    My cubemaster recently added Coralhelm Commander, and I just love that guy.

    In my peasant I broke and added Serendib Efreet (technically but not technically an uncommon) because I just love the card so much.
    Posted in: The Cube Forum
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    posted a message on EVO Games and Commander's Arsenal
    They've already offered me a refund, which I promptly turned down in favor of waiting it out.

    I feel pretty comfortable with the whole situation cause they have a brick and mortar location, which offers some credibility in my opinion. Not only that, their online store is done through a large store database thing, kind of like amazon. Prior to making my order I contacted their customer service and asked what they would do if the store ripped me off and they said that they would cover it.
    Posted in: Store Discussion
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    posted a message on EVO Games and Commander's Arsenal
    Has anybody else had experiences with them?

    Back before Commander's Arsenal got it's amazing hype, I pre-ordered two from them for $70 per. While I was at it, I went ahead and pre-ordered a box of RTR 'cause why not?

    Well, apparently the first RTR box got "lost in the mail" (I never even received an e-mail about shipping confirmation, so I'm not entirely sure they ever sent this one). I contacted them and they said they'd send me another. With the release date of Commander's Arsenal looming and 'cause I'm such a great guy, I told them to hold it for a few days and send it along with the Arsenals to save themselves some shipping cost.

    Date rolled around, they informed me they "hadn't gotten their full shipment" of Arsenals but my box was on the way (they did provide tracking this time). They said I could either hold out for the rest of their shipment or they'd refund me. Yeah, as long as I've got a clear line of communication with these guys I'm not letting them refund me $140 for what's worth significantly more than that.

    So I durdled around until the date they said they'd be receiving the rest of their arsenals, still nothing. Sent an e-mail yesterday, they responded at 1 AM and claimed that their shipment had been held up by UPS and would be delayed. So that's where I am right now.

    I'm pretty confident that no store got multiple shippings of that product. During preorder, they claimed to have 10 for sale total with 8 remaining when I ordered, making me theoretically number 6 and 7. I figure they're either trying to stall me out until I take the refund or scrambling to get a bunch to fill their orders. Has anyone else had much experience with these guys, particularly where their Commander's Arsenals are concerned?
    Posted in: Store Discussion
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    posted a message on [Primer] Living End
    Quote from ajprokos
    I will reread through again to understand the land terminology... just came back after a 5 years (played Raffinity in 2007 when it was in standard before the bannings).

    For $7 dollars, I bought a deck on MTGO. It has been AWESOME! This was just to test it and understand the mechanics of Living End. I like to test out decks online before I buy them.



    I had mana issues a few times ---- games were I had 6 lands with out mountains and forests or games where I had just mountains and swamps.

    In addition to the list above, I do have spare cards to swap in to test: 3 Brindle Boar, 2 Faerie Macabre, 2 Ingot Chewer, 2 Loaming Shaman, 4 Obstinate Baloth, 1 Simian Spirit Guide.

    Simian Spirit Guide really helped out early game to either be able to cycle an extra time turn 1 or get the 3rd mana to cascade turn 2.
    Loaming Shaman was very helpful if my opponent too was sacrificing creatures OR I drew all 3 Living Ends and I need to put one back in the library.
    Without fetches, Valley Rannet 4 out of 5 times was helpful.
    Shriekmaw....only useful 1 out of 5 times

    My favorite part of the deck is the LAND DESTRUCTION. With 2 Avalanche Riders, it was sooo much fun hard casting it, let it die, then cascade. Twice the effect.

    One card I want to add in is Faerie Macabre ---- she can help fight their graveyard, act as a chump block, and be able to sacrificed from the field before Living End (from my speculations).


    Sorry if the land stuff was complicated, here's a basic summary:
    Scar duals - Copperline Gorge and friends. Definitely worth including.
    M10 duals - Rootbound Crag and friends. Mediocre, but budget friendly.
    Painlands - Karplusan Forest and friends. The life loss is going to hurt more than you think, but again they're budget friendly and don't come into play tapped turn one.
    Shocklands - Stomping Ground and friends. More expensive money-wise, but you only need to run two or three in the entire deck if you have fetchlands.
    Fetchlands - Verdant Catacombs and friends. Again a bit more expensive money-wise, but just ridiculously good for your mana base and usable in every deck (particularly if you're doing Magic online).

    Several of the cards you listed are, in fact, basically auto-includes:
    -Brindle Boar makes aggro match ups so much easier, plus it's hilarious to use a card that's viewed as so bad but we make it amazing.
    -Faerie Macabre is one of the best cards in the deck. It just does everything this deck wants and is useful in every single match-up. You should try to run three.
    -Ingot Chewer should be in the sideboard for graveyard hate.
    -Loaming Shaman is a preference thing.
    -Obstinate Baloth is sideboard against Jund, that's pretty much it.
    -Simian Spirit Guide is the balls.

    This deck's greatness skyrockets with the inclusion of Fulminator Mage, that guy is so insane especially if you nail it turn two with the help of a Spirit Guide. If you like what Avalanche Riders can do, you'll love him.

    Generally speaking you shouldn't be aiming for the turn 2 cascade, since your graveyard isn't likely to be too full. Your cycler count is a little high, so you can drop either Jungle Weaver or Valley Rannet to make some room for any cards you want to try out. Jund Charm is also not entirely necessary in the mainboard.
    Posted in: Modern Archives
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    posted a message on [Primer] Living End
    Quote from ajprokos
    I am the hardest time trying to figure out the mana base. I understand people have great results with Forbidden Orchard, but what could I do without it?

    I have Blackcleave Cliffs, Copperline Gorge and Rootbound Crag due to my other decks having only 2 colors with 7/8 basic lands.



    I do not want to have Forbidden orchard or Dryad Arbor (unable to use these in other decks). I do not mind not using the lands that deal damage to you if you use colored mana (Karplusan Forest for example). With so many multicolored creatures and spells, how do I find the right mix of fetch and dual lands (overgrown tomb, blood crypt, stomping ground, verdant catacombs, etc)?

    Thank you.


    PS, any updated deck builds as the ones in the Primer are from a while ago? The reason I ask is because some of the current builds a few pages in start using Loaming Shaman, Avalanche Riders, Simian Spirit Guide.


    This deck is blessed with having the easiest mana in modern and the ability to use Scars duals very effectively. The sheer amount of card draw and hybrid makes life so easy for us it's amazing.

    Forbidden Orchard is good, since it gives us any color and a target for Demonic Dread, but many people shy away from it since we're somewhat susceptible to our life total dropping very quickly if our opponents are aggressive enough. As such, it's not an auto-include by any means.

    Blackcleave and Copperline are the most important to have. They are just amazing in this deck, giving us color diversity early while having a drawback that isn't too harsh for us a little later in most circumstances. I like the M10 style duals a little less, simply because they're just a little too conditional. Painlands suffer from the same drawback as Orchard where it just hurts our life total as well as not helping the M10 dual situation (if you choose to run them). Filter lands are hit or miss. They don't work for us turn one, much like the M10 duals, which is pretty major. Same with Savage Lands.

    Obviously shocks and fetches are the way to go. The one-shot to our life total isn't as bad as the constant pain from painlands and if you don't need the mana right away you can choose not to take the damage or just get a basic land to avoid that altogether. Personally, I only run two shocklands in my whole list and I very rarely have a problem. Having enough fetches affords us the luxury of only having to run a few shocklands, you can get away with just one of each or less (I don't even run a Blood Crypt, personally).

    Dryad Arbor should never, ever be run in this deck XD it's terribad to cascade into it. Derp.

    You can check the last couple of pages for sample lists, it really should get updated. A lot of these inclusions are personal preference and you should test to see what you like. After having used Spirit Guide I'm not sure I ever want to play the deck without him, but I find Loaming Shaman somewhat hit or miss. Avalanche Riders is in most lists, it's just a question of how many most of the time.
    Posted in: Modern Archives
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